/*
 * Copyright (C) 2011 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
package com.example.android.opengl;

import android.annotation.TargetApi;
import android.app.Activity;
import android.graphics.PixelFormat;
import android.opengl.GLSurfaceView;
import android.os.Build;
import android.os.Bundle;
import android.support.v4.view.ViewCompat;
import android.view.View;
import android.view.Window;
import android.view.WindowManager;

public class OpenGLES20Activity extends Activity {

	private GLSurfaceView	mGLView;

	@Override
	public void onCreate(Bundle savedInstanceState) {
		super.onCreate(savedInstanceState);

		// Create a GLSurfaceView instance and set it
		// as the ContentView for this Activity
		mGLView = new MyGLSurfaceView(this);
		mGLView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
		setContentView(mGLView);
		ViewCompat.postOnAnimation(mGLView, new Runnable() {
			public void run() {
				mGLView.requestRender();
				ViewCompat.postOnAnimation(mGLView, this);
			}
		});
		setFullScreen(true);
	}

	/**
	 * @param immersiveFullScreen
	 */
	@TargetApi(Build.VERSION_CODES.JELLY_BEAN)
	private void setFullScreen(boolean isImmersive) {
		try {
			requestWindowFeature(Window.FEATURE_NO_TITLE);

		} catch (Exception e) {
		}
		try {
			getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
					WindowManager.LayoutParams.FLAG_FULLSCREEN);
			if (isImmersive) {
				if (Build.VERSION.SDK_INT >= 19) {
					getWindow()
							.getDecorView()
							.setSystemUiVisibility(
									View.SYSTEM_UI_FLAG_LAYOUT_STABLE
											| View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
											| View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
											| View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
											| View.SYSTEM_UI_FLAG_FULLSCREEN
											| View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY);

				} else if (Build.VERSION.SDK_INT >= 16) {
					getWindow().getDecorView().setSystemUiVisibility(
							View.SYSTEM_UI_FLAG_LOW_PROFILE);
				}

			} else {
				if (Build.VERSION.SDK_INT >= 16) {
					getWindow().getDecorView().setSystemUiVisibility(
							View.SYSTEM_UI_FLAG_LOW_PROFILE);
				}
			}
		} catch (Throwable e) {

		}
	}

	@Override
	protected void onPause() {
		super.onPause();
		// The following call pauses the rendering thread.
		// If your OpenGL application is memory intensive,
		// you should consider de-allocating objects that
		// consume significant memory here.
		mGLView.onPause();
	}

	@Override
	protected void onResume() {
		super.onResume();
		// The following call resumes a paused rendering thread.
		// If you de-allocated graphic objects for onPause()
		// this is a good place to re-allocate them.
		mGLView.onResume();
	}
}